Test: cover audio format variants in the mock-game stress suite
mock_game_test now launches coop_mock_game at 44100/48000/96000 (PCM + float) and asserts the hook measures each variant's rate through the full inject path (+ non-silent capture) -- the "all audio variants work" part of the suite. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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README.md
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README.md
@@ -214,10 +214,12 @@ ctest --test-dir build -C Debug --output-on-failure
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hook's shared video texture, and **decodes the frame number out of the captured pixels**
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to assert the mirror sees a *monotonic, advancing* sequence for both backends (the bar
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for no dropped / stale / out-of-order frames — what the DX12 rotating-backbuffer bug
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broke). It then injects with audio + video, checks both stream, cycles the audio
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subsystem off/on (hook/unhook stress), and confirms the game never crashes and capture
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resumes. This suite drove out five real audio races (see Lessons learned). Skips cleanly
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without a D3D11 device.
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broke). It launches the game at several **audio formats** (44100/48000/96000, PCM +
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float) and asserts the hook measures each one's rate through the full inject path, then
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injects with audio + video, checks both stream, cycles the audio subsystem off/on
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(hook/unhook stress), and confirms the game never crashes and capture resumes. This
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suite drove out five real audio races (see Lessons learned). Skips cleanly without a
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D3D11 device.
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### Debugging the hooks against a real game
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